[Feedback] For those of you who hate caverns!!!

Pages : [1] 2

Detox.enD
09-03-2004, 12:09 AM
Before you bash caverns anymore, please go find a team, and scrimage on it. Or at least have a pick-up game. I just got out of my first T:V scrim, and even the people who hate cavern, and stated so whil eit was loading, had comments like:
"cav isn't that bad in comp play"
" Agreed"
" It sux pub"
"i loved it"


anyways, before you all keep bashing caverns i suggest you play it in a comp style game first. with 8 on 8. In pubs its havok and not much fun, but in comp play it rocked. BTW - THe grappler wasn't a problem at all.... Yeah people swung around in circles, but it really wasn't that hard to take care of. Standoffs lasted... about 20 - 30 seconds. occasionaly a tad bit longer.

Writer
09-03-2004, 12:20 AM
I played a short pub game on that map from work at lunch the other day, on the CkB server. Although it was just a pub game, the level of play was pretty high. (I sucked royally since I was playing on a system at work and was busy showing off different weapons to the other Tribes nuts there.)

There was one player who absolutely rocked with the grappler...in fact I had no idea you could even use it like that. I'm still so clumsy with it, but watching this player use the grappler was like watching Spiderman 2. LITERALLY.

I wish I'd had a video of that, it was one of the most amazing displays of skill I'd ever seen in Tribes.

Too bad I never caught the guy's name.

eMOxygen
09-03-2004, 12:37 AM
:signed:

This game is 10x better when you have your team. I forgot how much pubbing sucked compared to real games.

enDless_Delirium
09-03-2004, 12:38 AM
I played a short pub game on that map from work at lunch the other day, on the CkB server. Although it was just a pub game, the level of play was pretty high. (I sucked royally since I was playing on a system at work and was busy showing off different weapons to the other Tribes nuts there.)

There was one player who absolutely rocked with the grappler...in fact I had no idea you could even use it like that. I'm still so clumsy with it, but watching this player use the grappler was like watching Spiderman 2. LITERALLY.

I wish I'd had a video of that, it was one of the most amazing displays of skill I'd ever seen in Tribes.

Too bad I never caught the guy's name.

I saw you on CkB. I know I wasn't the guy with the grappler you're talking about, though I've gotten it working a few times pretty well.

trying to think who else was capping though then.

Grappler rocks, but it's not over powering.

Oh, and burner > circle-grappling

Polaris
09-03-2004, 05:36 AM
I think the key to this map is an attentive defense. I have found that the quality of this map is directly proportional to the apparent IQ of the defenders.

Nutcracker
09-03-2004, 06:18 AM
Even in pub play I enjoy it, I don't really like the no sensor deal though but due to the size of the map it is acceptable.

Starwind
09-03-2004, 07:11 AM
needs a sensor

.footloose.
09-03-2004, 07:16 AM
Even in pub play I enjoy it, I don't really like the no sensor deal though but due to the size of the map it is acceptable.

Agreed... and that is the only map that I constantly use grappler on... having a ceiling above you + a grappler = badass.

Got Haggis?
09-03-2004, 07:32 AM
I played a short pub game on that map from work at lunch the other day, on the CkB server. Although it was just a pub game, the level of play was pretty high. (I sucked royally since I was playing on a system at work and was busy showing off different weapons to the other Tribes nuts there.)

There was one player who absolutely rocked with the grappler...in fact I had no idea you could even use it like that. I'm still so clumsy with it, but watching this player use the grappler was like watching Spiderman 2. LITERALLY.

I wish I'd had a video of that, it was one of the most amazing displays of skill I'd ever seen in Tribes.

Too bad I never caught the guy's name.

His name was Got Haggis?

;)

Undisciplined
09-03-2004, 12:41 PM
I love capping on cavern, with the grappler there are just so many options. I am really surprised more people don't do front->back caps by swinging around the back pillars behind the flag, it's really quite easy to pull off. I can be pretty good with the grappler sometimes, but I still screw up embarrassingly occasionally :P

BlackjackTHZ
09-03-2004, 12:43 PM
I imagine there will be more pub play than comp play, it should be fun either way.

Blotter
09-03-2004, 12:44 PM
i would love cavern WITHOUT the grappling hook

once people are skilled with the hook, the map is dead. there are some people now who make the map unfun. there is simply no way of killing a skilled grappler because of there speed and shift in directions, its just unbalanced. it wont matter how good an LD you are, chasing simply wont be in the equation.

please have a limit of 3-5 ammo for the grappling hook.

also, if the map goes right to standoffs all the time (like it does often), it screams unbalanced.

Krazen
09-03-2004, 12:52 PM
needs a sensor


:signed:

Archaic
09-03-2004, 12:55 PM
I don't think it needs a sensor. Look at the layout of the map. The offense can only come from one direction! Your base is against the back wall! I'm not trying to sound like an ass but what is the need for a sensor on that map?

LD1: Incoming capper front!
LD2: Incoming HO front-left!
LD1: Good thing we have this sensor network or else I'd have no idea where the guys are coming from!

Try scanning with your eyeballs and looking for the enemies.

Every other map benefits greatly from having the sensor network, but Cavern has absolutely 100% no need for it.

Groove
09-03-2004, 12:59 PM
i find the players blend in with the terrain textures too much on cavern, sometimes someone is right in front of me and i dont see them until they use their jets.

someone needs to make some solid-color player skins so i can see people on cavern.

Hurricane Harold
09-03-2004, 01:01 PM
Allowing the line / hook end to break and then posing a refire penalty would be something that I am certain I want to see. I'm not so certain about limiting the grappler ammo even further :shrug: I like being spidey.

(A sensor might be nice, I tend to miss players alot. Then again I could just have crappy awareness :roller: )

Archaic
09-03-2004, 01:09 PM
Allowing the line / hook end to break and then posing a refire penalty would be something that I am certain I want to see. I'm not so certain about limiting the grappler ammo even further :shrug: I like being spidey.

This I agree with 100%. Grappler standoffs wouldn't be an issue on Cavern (with or without ammo) if you could only break thier line by shooting the clamp.

Think about this: Mortars and grenades explode upon impact MUCH earlier than they did in the preceeding games. Go load up Cavern, grab heavy armor with a mortar, and ski right below your flag stand. Look up, and aim at the ceiling. Shoot a mortar. Notice something? It exploded, instead of dropping down on your face.

So all these people who are thinking the grappler is overpowered, well, they're absolutely right! Because other players are given NO TOOLS to stop them. If their line could be broken by a splash damage, it'd be as simple as shooting a mortar at the anticipated location.

Then you wouldn't even need grappler ammo!

Starwind
09-03-2004, 01:14 PM
i find the players blend in with the terrain textures too much on cavern, sometimes someone is right in front of me and i dont see them until they use their jets.

someone needs to make some solid-color player skins so i can see people on cavern.

:signed:

eagle*
09-03-2004, 01:21 PM
This I agree with 100%. Grappler standoffs wouldn't be an issue on Cavern (with or without ammo) if you could only break thier line by shooting the clamp.

Think about this: Mortars and grenades explode upon impact MUCH earlier than they did in the preceeding games. Go load up Cavern, grab heavy armor with a mortar, and ski right below your flag stand. Look up, and aim at the ceiling. Shoot a mortar. Notice something? It exploded, instead of dropping down on your face.

So all these people who are thinking the grappler is overpowered, well, they're absolutely right! Because other players are given NO TOOLS to stop them. If their line could be broken by a splash damage, it'd be as simple as shooting a mortar at the anticipated location.

Then you wouldn't even need grappler ammo!

:signed:

Blotter
09-03-2004, 03:09 PM
being able to shoot the grappling line would stop turtles, but if ure chasing, it would do nothing. the line is only connected for a brief period of time and usually cant be shot because its in some odd spot, or its hard to see, or the grappler has already found the new spot to grapple and the hook is already disconnected from the one you spotted.

i like the idea of a shootable line, but still think the ammo limit needs to be drastically lowered.

another suggestion ive heard was to make the grappling hook use your energy, this may negate the use of ammo all together.

which reminds me:
make it easy to see if the grappling hook is being shot! have yellow sparks fly out or something, Cavern is so dark as it is, its hard to tell if they are grappling or not!